Microcosm

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  1. Quote:
    Originally Posted by Bronze Knight View Post
    Are there any guides on resists for DP? Like what badys are weak to what?
    Looking up Culex's enemy resistance spreadsheet would be your best bet there.
  2. Well, stalkers have relatively low hitpoints. That means their regen powers will be generally less effective than other AT's. Resistance sets are also a bit more dangerous.

    If you're really against going with a defense set, from the ones you listed I would personally choose dark. It's got resistance, a smidge of defense, an excellent heal, and some utility powers to further increase your survivability. I think it's better with a stalker to have multiple layers of protection, because of the low hp. You might consider /nin; I know it's a defense set, but it also has a heal and some interesting tools like blinding powder and caltrops that make it very different from /sr.
  3. Quote:
    Originally Posted by _Krom_ View Post
    However it doesn't provide KB protection, which hover does...so in some ways, hover is superior. I normally pick CJ...that all being said..but there is some value in hover.
    CJ offers large immobilize protection, and you can slot an IO kb protection of either type in it...
  4. Check the binds sticky in this forum for that stuff. It's got info on binding it to just a key or making the bindloadfiles for it.
  5. The only one right now is in my sig and on the last page of the Stalker Guides section (hasn't been added to the list yet ).

    Ishaila is correct; when your opponent spazzes out for a bit after you have hit him, that is the sleep. As soon as you have hit him again, however, he wakes up, so the effect is largely useless to you. What it does mean is that you can slot sleep sets into the attacks for some cheap early level frankenslotting. Note it is only the first three attacks in the set that have the chance for sleep.
  6. Microcosm

    The best DPS?

    It's purdy. Being able to change 30% of your damage type is nice, but yes it still is poor damage.
  7. Well with my thugs the bruiser is pretty expendable for 4 or 5 seconds between exploding and being resummoned/buffed. I also like using the bruiser because he's pretty likely to get offa foot stomp in the group I told him to go to while I'm activating the detonator.

    On bots I very likely would not use the Assbot though, cause as you said that's where most the damage is coming from. Using one of the minions instead though shouldn't reduce the damage by all that much. Your definitely right, wasting your Assbot vs your Bruiser is a huge difference. In my experience, wasting one of the regular bots is a pretty trivial loss in damage; I think, from redtomax, using one of the T1 minions would make it 304.15 instead of 305.something. (This assumes they survive the group long enough to actually place the trap. I stopped using T1 thugs because they have no resistance and were leaving maneuvers' range so they often died before even making it to the mob).
  8. Gob, I'm very surprised those insp commands work for you. The multiple quotation marks per line tend to mess up the game's parser. Not only that, but when you copy these commands in game in the chat bar, all multi-word insps have to have an underscore between the words (example catch_a_breath) or they simply won't be read as a single entity; it doesn't work like some other commands where you can do part of the name or all of the name with spaces.

    If it does work with the multiquotes, you really should change it to the underscores instead, as you are taking up extra spaces with the extra quotes which might make the difference in getting that last command on there. For instance, from the commands in my guide the small and large endurance insp command can both fit the break free type of insp, just not the rezzing type; only the medium sized one cannot fit the break free or rez type.

    I've never tried it from a /bindloadfile but I'll have to go check it now

    Edit: well I can't check it cause there is some sort of error with my account
  9. Quote:
    Originally Posted by Bronze Knight View Post
    Why do people take detonator? Traps hasent been touched in 5 years and MM's have changed a lot namely the Upgrade powers to AOE.

    Back then when the upgrade powers were single target and cost a lot less End Detenator was "Meh" or at best "Ok" but now?

    Look at how much end your spending on that 300 or so damage.

    32.5 for Detonator
    19.5 To re-summon Assbot
    45.5 for Equip Robot
    45.5 for Upgrade Robot

    143.0 end for what 300 damage?

    NOT WORTH IT!

    Granted that's base with out any enhancements, but still around 100 End, I.E. your whole bar.

    Unless I'm totally missing something, then please enlighten me.
    It's actually about 305, the same as the regular blaster pbaoe nukes (not fire's, but also better than some), but without the crash. I don't know about you, but my Bruiser has some end redux in him (part of the set; it does reduce summon cost though mids doesn't show it) which should bring down summoning him to about 12 end. Also I usually only give him one of the upgrades, which with the one enhancer is 32 end. A set of posi's in detonator makes it 22. (If you're using a pet that you want to give both upgrades to, then it will be more, still not 100 with one end redux in both upgrades).

    12+32+22=66 end total, a significant chunk for sure, but I'm getting the same damage as a blaster nuke (assuming it was working correctly) which drains them of all end, slotting or no, and keeps them from regaining it for a while. While I'm resummoning and giving him his upgrade I'm recovering some end too. That and I've done this all with almost no risk to self, unlike the blaster, while my other pets continue to plink away; that wouldn't be fair so the recharge is longer to compensate. With some modest recharge its available every 5 and a half minutes or so.

    So I see it as a modified blaster nuke. As a blaster I don't use my nuke all the time, likewise for this. If two spawns are too close to eachother, on the blaster I go nuke one and the team takes care of the other. On the MM I am the team, so I send the bruiser into one and blow him up (even bugged as right now this will take out most of a mob), and resummon him while my other pets chew on the other group, within their forcefield and triple stacked maneuvers.

    If you need the power slot for something specific then fine, lots of blasters skip their nukes for the same reasons. Otherwise, it's not as bad a power as many say. Look at a power completely unslotted, and almost nothing looks good. Example: Brute knockout blow, no enhancements, no fury, 18.5 endurance, 25 second recharge and only 90% accuracy, all for 148.5 smashing damage to just a single target. If I look at it this way, it looks like a waste of my time.
  10. Microcosm

    Want AOE Monster

    Well, bots and thugs are both considered quite good for aoe, though with the bots you'll have to wait till level 32 for the good stuff. Don't be sure about Demon Summoning, I could see it also going very single target heavy, unless they give these guys fire type attacks and or foot stomp; could just be a demon mauling a single target, you know.
  11. Tenshi, Dark scrappers have Soul Drain instead of buildup, which scales in how much damage bonus it gives you based on how many enemies you hit with it; so the 10 listed means "hitting 10 targets with Soul Drain," which gives a much higher buff than the "hitting 1 target with Soul Drain."
  12. (Wary of posting here because now it looks like I think I'm a legend, and I don't even play pb's)
    Anyway, I wouldn't say that an all human kheld is the most powerful, though it's a lot better on the pb than the shade.

    First build (all human one):
    -needs hasten
    -I see what you're doing for defense, but your ranged def is quite a bit over cap and your recharge suffers for it. That type of build would be a lot better for someone using Nova form almost exclusively.
    -You'll also notice that your endurance use is probably not going to be sustainable outside of conserve energy or light form, the two of which are not up frequently enough that you can alternate between them.
    -(stamina, you should put in the performance shifter proc instead of that third end mod IO, it will net you more end over time)
    -not sure why you have dwarf except for sublimation (?) as its powers are not really usable without enhancement
    -Overall you need a bunch more recharge, your strongest attacks/survival tools recharge waaay too slowly.

    Second build (triform):
    -still needs hasten, though the recharge is much better
    -you already have glowing touch so I'm not sure why you picked up the whole med pool?
    -also leadership pool is no good if you are switching around between forms; if you have vengeance then slot it with the LotG +recharge instead as it already gives +tohit
    -swap the slotting on Nova Scatter and Nova Detonation so you can get the Dam/Range enhancement in Scatter. Yes that means lower recharge there but you want to raise your global recharge anyway
    -prefer the zephyr set in combat flight
    -overall the slotting seems a tad better here than the other one, but I don't think this build will do it for you

    I have only one pb build on me, which I'm never gonna use so I'll post it to let you see more of what I'm talking about. Disregard the Pvp IO's if you want. It's a human only build, so I think you'll like it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    pb: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment

    Hero Profile:
    Level 1: Glinting Eye -- Apoc-Dam%(A), Apoc-Dmg(3), Apoc-Dmg/Rchg(9), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(46), Achilles-ResDeb%(46)
    Level 1: Incandescence -- ResDam-I(A), Aegis-Psi/Status(3), ResDam-I(27)
    Level 2: Shining Shield -- HO:Ribo(A), HO:Ribo(40), S'fstPrt-ResDam/Def+(40)
    Level 4: Essence Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(5), Panac-Heal/Rchg(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal(7), ResDam-I(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(50)
    Level 8: Radiant Strike -- Hectmb-Dam%(A), Hectmb-Dmg(11), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dmg/EndRdx(15), Achilles-ResDeb%(17)
    Level 10: Thermal Shield -- HO:Ribo(A), HO:Ribo(42), ImpSkn-Status(42)
    Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 14: Proton Scatter -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(15), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(40)
    Level 16: Boxing -- Empty(A)
    Level 18: Incandescent Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), UbrkCons-Dam%(29)
    Level 20: Quantum Shield -- HO:Ribo(A), HO:Ribo(43), ImpSkn-Status(43)
    Level 22: Reform Essence -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(23), Panac-Heal/Rchg(23), Panac-Heal/EndRedux/Rchg(25), Panac-Heal(25), Numna-Regen/Rcvry+(50)
    Level 24: Conserve Energy -- RechRdx-I(A), RechRdx-I(27)
    Level 26: Solar Flare -- Armgdn-Dam%(A), Armgdn-Dmg(29), Armgdn-Dmg/EndRdx(31), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Rchg(31), FotG-ResDeb%(36)
    Level 28: Pulsar -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36)
    Level 30: Quantum Flight -- EndRdx-I(A)
    Level 32: Photon Seekers -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34)
    Level 35: Tough -- HO:Ribo(A), HO:Ribo(42)
    Level 38: Light Form -- GA-RechRes(A), GA-RechEnd(39), GA-Res/Rech/End(39), RechRdx-I(39), GA-3defTpProc(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(45)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Winter-ResSlow(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A), Zephyr-Travel(11), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
    ------------

    This has the recharge to get the job done attack wise. A side benefit of that is it keeps Essence boost more than perma, and reform essence on a very good recharge scale, thus increasing your survivability. Another side benefit is that it gets the recharge low enough that you can alternate between light form and conserve energy with overlaps, so you don't need stamina.
    You'd have no recourse for getting mezzed (though the duration would be shortened) outside of lightform, but you can use macros to make break frees easily; I think someone wrote a guide about that somewhere around here...
  13. redtomax has it listed as a 25 ft radius, 16 target max targeted aoe. Redtomax has been wrong before though.
  14. So is it just the damage that is not being enhanced or are none of the stats changing with enhancement?
  15. Actually, I might bet that it would have a chance to give the target (enemies) the proc, like so many others of this type.
  16. Umbral is of course correct on all of these points. Shadow meld is all that and a chip factory. You can easily cap +hp without dull pain. Dark blast is incorrect in mids and shows double damage.

    I also completely agree with the choice to skip assassin's eclipse here. For a build meant to solo AV's, using AS is not optimal in the long run; you will end up doing less damage over time, and the debuffs it applies are not going to help you much. Yes it is a signature power. If you find you reaaaaallly want that massive initial strike from hide, you have moonbeam. Although not as good as AS by any means, you still have to take moonbeam or darkblast to get to shadow meld, and dark blast is a complete waste of a power pick. Builds like this absolutely need every single power they have, and assassin's strike is not the top priority in this type of gameplay. Would I skip AS on my elec/nin? No. Would I skip AS on my kat/elec? Yes, and my build does. Different focuses require different powers.

    Edit:
    Quote:
    That looks like exactly what it is doing. In the Data View window, Dark Blast data doesn't have the "if Assassination" flags on the second set of damage entries for either PvE or PvE.
    Using the power in game you will see it gives you half the damage mids shows, and all the damage when hidden, so we don't have any more confusion based on numbers from redtomax/mids.
  17. Put it in health. Dark regen needs every single slot, not just for health, but for endurance and accuracy as well.
  18. Ok, skipping all this number crunching stuff, Ima give some advice, of which you may or may not already be aware:

    Take Rage; get enough recharge so that it always stacks before the crash to negate the -def problem; keep a very close eye on your stats, as soon as you see your damage buff drop, start cycling your vet attacks (assuming you have them). Sands, Nem, Blackwand, Sands should easily take care of your period of weakness.

    You see, your vet attacks are not affected by damage buffs or debuffs. So while you won't be getting the damage numbers you would ideally like, you will be getting a lot better than what people usually do during the crash. I'm assuming things are still shooting at/hitting you to keep your fury up, of course, since vet attacks don't add to fury.

    Now you may continue with the numbers stuff.
  19. Microcosm

    The best DPS?

    Do eeeet...but wait till it's live and more concrete.
  20. Quote:
    Please tell me you're not reading Nietzche. Too easy.
    Every time you read Nietzsche a kitten somewhere turns into the Antichrist...
    He always made me want to slap him across time.

    Anyway, the other two answered your question pretty well. What I will add is if you are a min/maxer Warshades become so uberly awesome in the end game that you might end up playing yours exclusively for a long time. Also, the slot crunch is a fun minigame to me, and it can actually go away when you decide how exactly to make your build (I currently have 2 powers and 8 extra slots that I just placed somewhat randomly because all my needs were already met). Be aware you won't likely be soloing AV's or Pylons because your powers rely on sucking the essence out of hordes of foes.
  21. I don't have a MA/SR, but...
    1. I love leviathan for waterspout and hibernate. Waterspout gives you extra damage, debuffs, and softcontrol, and hibernate gives you a good healing/panic button that will do more for you than your tier 9 since you are already softcapped. Soul I also like, but for you the set defining power, Shadow Meld, won't do much as it just increases your defense. No comment on Mu, but mace is apparently good (so I hear) because supposedly having a pet out counts toward your "teammates" that increases your crit rate, and mace gets three of them.
    2. Yes. However, if you are using Mids be aware that it shows at least some of the epic pool blasts with their "from hide" damage, so don't expect to get double that.
    3. Have not pvped since the changes. Obviously hibernate is good, and I can see waterspout being good as well. It used to be the case that Spirit Shark (aka t'row fishy) was quite good, but I don't now if it still is.
  22. Must have been a lot of heals going his way, cause Rom's got that nasty pbaoe autohit attack; extremely annoying.
  23. Depends on your build. For some it might be Damage, for others it might be Acc/Rech or Acc/Dam/Rech; I don't think I'd ever skip the proc (except for Ragnarok's) unless I had to.

    Edit: an example of a time when not to skip the Damage IO is when you already have high global accuracy and the power in question already has the recharge it needs to fit into your chain seamlessly. In this case skip the Acc/Rech and get the extra 10% damage from the Damage IO.
  24. Wow that sucks; that changes my eligible kills from one every thirty seconds at my previous rate to one every five minutes. Massively not worth it.
  25. Aw lame.

    But they fixed that for fire imps, which spawn at 49 I think, right?